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The 4th Dimensional Console

Skyrim's a great example. Everyone's the Dragonborne. A magey Dragonborne with some optional magey pursuits on the side, or a thiefy one, whatever.

Maybe you could be the Dragonborne, or the Dragon King. Or skip all that and establish a protected fortress to by supporting another faction. Events to follow up on, different opportunities, would come and go in the timeline of the game, but it's no sweat because you can go back to whatever you missed.

No Song of Time. At the press of a button. Every game (okay, maybe every game that supports "Full Time Control"). In a way that was still there to be rewound into and explored after reloading after weeks away.

This has been a feature of id tech 3 games since forever. It's how Counter-Strike and (the good
PC
) CoD montages were made. You can do a bunch of crazy shit (with 3rd party tools or otherwise) like cinematic pans, time stretches, etc.

example

example 2 making use of the neutered Theatre mode we got with Black Ops

Heck, there was a huge uproar when that functionality was nixed/obfuscated in CoD:MW2's PC version.

Hey thanks for these they were really cool. Especially the music video sync at the end of the second. Really nice. And with Sony Vegas, too.

You said this was popular, and that people were mad when it was removed. So why not briefly entertain the notion of a console with it built-in, and what we would get if every game supported it?

Be excited for the Nintendo GameHypercube.

Yes. Really good! :)
 
Maybe you can only physically experience one direction, however not all of us are you, I would appreciate it if you didnt try to lump us all in in with your time normative generalization stereotypes.

Hey man, I'm sorry. I didn't mean to offend you dark matter folk. I just meant those of us connecting up from Dimension C-139.
 
So what if this becomes an exclusive feature for, and thereby a decent reason for the existence of, SteamOS?

I also want to point out that if you are ever going to want to have any sort of rewind feature present in a VR game it's going to have to be built from data independent of the player's viewpoint so their viewpoint can still be a movable, real-time, non-nausea-inducing view of what is being rewinded.
 
All I know is that I feel mighty stupid after seeing that kid explain unconceivable expressions of dimensional theory.

Don't really care for the discussion after watching that, going outside to walk around wandering around aimlessly.

Take care all
 
Okay maybe the 'shops gave a bad impression, like I had this all thought out. It's more of a early concept that I was hoping could spur some imagination as much as evaluation.

So the best I can do is still explore the idea, see if there's merit, and try to add the fruits of that to this, the harshest of living design documents.

DEFINITIONS:
Temporal Support
- The level of support each game has for "4D Features," or use of the rewind/fast forward features of the console/OS/framework.
Function
Recordable - Games record gameplay history while played, that can be reviewed, edited, mixed, and shared. Pause and rewind functions may not be available at all times during gameplay, particularly during online games. Record history may be limited to a specific length of time or individual rounds or matches of gameplay.
or
Rewritable - Games permit forward Play movement through time from a rewind point "rewriting," or creating a new gameplay history and set of choices. Existing gameplay history can be reviewed, edited, mixed, and shared. Rewrite function can take different forms:
Form
Open - All points in time are available for pausing, stopping, rewinding, and fast-forwarding throughout full gameplay history. Rewriting is available from any moment in time in past gameplay, at which point (obviously) fast-forwarding is no longer available in the new timeline until it is laid down.
or
Structured - All points in time are available for pausing, stopping, rewinding, and fast-forwarding throughout full gameplay and cutscene history. Limited "choice points" in history, indicated clearly in the UI while accessing temporal controls, allow progression into a new history of gameplay. This accomodates skipping cutscenes and non-interactive or non-significant gameplay sections, and the choice points can be visually mapped, and directly skipped among, in the UI for these titles.
or
Mixed - Full pausing, stopping, rewinding, and fast-forwarding support. Games with segments of mixed gameplay styles may operate in Open or Sturctured mode at different times, with real-time, arcade, and reflex-based gameplay segments supporting Rewrite at any time, while conversational, navigational, or other segments present Structured Temporal navigation..​


USE CASE:
"The Walking Dead"

Rewritable - Mixed
Adventure games like The Walking Dead from Telltale, with consequential choices, are a logical fit for the platform. A Walking Dead game on the platform could use the built-in UI for the functions of tracking and representing choice points in the story, currently indicated in-game with prompts of "So-and-so will remember that." These prompts could use UI system notification nomenclature, and a player can turn them on and off as needed as with achievement notifications. Though I would think if you could achieve some consistency with notification behavior you could relax consistency with color, graphics, sound, etc. and let that vary per game.

Being able to rewind to any significant decision without complete replaying of chapters or from save points will ease that process for players and Telltale, as the behavior is standard and a no-brainer across games. It will stimulate players to explore different choices. Yet The Walking Dead will still ensure that choices have real-to-the-player consequences by ensuring the decisions can fester and/or pay off well after they are made.

It will also ensure immediate consequences with far-reaching implications that will also mean a good deal of skipping back or rewinding to undo. In the beginning of The Walking Dead, the player must choose one of two characters with which to ally himself. Depending on the choice, the rest of the game will be set in the city of Atlanta or in the surrounding countryside. Halfway through the countryside storyline, the player can set out to sea on an ill-fated voyage using a discovered sailboat. Alternate settings and storylines like these can vary in length, and in The Walking Dead for this new platform, some storylines are shorter and some are longer. This offsets additional development costs of the varying story and settings, as does the standardized structure for all the meta (temporal) functions of the game.

For The Walking Dead, the rewind/pause anytime function is a great boon to players who otherwise would find themselves playing with subtitles to ensure they didn't miss any dialog, due to an accent in the voice acting or a distraction. The "Previously on The Walking Dead" segment for each episode would be informed directly by the stored play data of previous chapters, replaying even navigational or arcade section performance exactly as part of the highlight reel. Your game is your game in all ways.

But the ease of rewinding and rewriting history will also bring back "Early The End" nature of the old Choose Your Own Adventure books, allowing you in The Walking Dead to tell Leroy he's a big psycho at the wrong moment and have him shoot you down. Ha ha no big whoop, skip back that choice and try it again. Let's face it. We all have the option of quitting out of the game, reloading it, and trying the conversation again, if the time limit made us hit the wrong thing. If you don't want to play like that, don't hit rewind. But don't expect The Walking Dead to remain so predictable that a simple conversation choice can't have immediate deadly consequences.

Speaking of deadly consequences, how would the arcade seqments of The Walking Dead hit you if you never had to replay any more than a few seconds by missing them. What is the consequence of "messing up" during gameplay? A selected length of the player's time is forfeit, enough for them to reach that section and try again. So what is the real harm of lessening that time, and giving the player control of it?

In Structured Mode, even in action and arcade gameplay, I suppose you could establish the choice points in much the same way checkpoints are now, manually. Alternatively, require at least :xx seconds or rewind before rewrite becomes available again, if the rise and fall of repeatedly gameplay vs. player time is the consequence loop you must establish for a player in your game.

But for The Walking Dead, I have placed the title at Mixed mode because the arcade gameplay segment of The Walkind Dead and the like can sure as hell be done in Open mode allowing full rewind and rewrite. In The Walking Dead players will of course make mistakes and die, but special extra care is given to a large variety of gruesome zombie death animations in each scenario. If a player dies, the environment being less consequential to their time allows them to return to that challenge quickly, after watching and enjoying the unique death animation. The experience stays fun and positive for the player. No one played Dragon's Lair for the gameplay; they played it partly to see Dirk's death animations, but that fun is lost when your adult time is at stake. Once a player sees a repeat death animation, they then skip it, hitting that rewind button as soon as they can. If need be, the gameplay loop to beat that moment of challenge is honed to a few seconds, repeated over and over until beaten.

Right now, having tried for months to get her to play it, I have to sit down some time and do the arcade gameplay segments for my wife to get her past them in Season 1 of The Walking Dead. Mystical future Walking Dead on this platform rarely gets put down and given up on due to player frustration with difficulty spikes. 4D platform Walking Dead is pulling in more players without changing the fundamental nature of the gameplay--just changing the fundamental nature of all the peripheral gameplay contrivances that waste the time of both developers and gamers.

If you needed a nice custom gameplay engine/OS integration to make this happen, well then you might stand a pretty good chance of getting Telltale on a new engine, too. So, there's that.​

Okay so that's one use case argument. I call dibs on Pikmin 4D (Rewritable - Open) for an upcoming post. I'm not sure any of us are Nintendo enough to come up with Super Mario 4D World (Rewritable - Open) which would have to be the brillant Braid-like Mario-does-it-even-better where gameplay elements defy the mechanic and other stuff only Ninty can get away with.

I could use someone like Flak to list some points for a Black Ops 4D (Recordable) use case, mostly about what you'd want out of recording gameplay footage for replay and edit and, presumably, eventually Reddit.

Thanks if you read this. Also trying lately to kind of reawaken the writer/thinker inside. But I would totally buy this Nintendo console in my head you guys.
 
DEFINITIONS:
Temporal Support

Function
Rewritable
Form
Open (Plus) - All rewind and rewrite features of Open form are available. In addition the game may include gameplay that involves laying down multiple gameplay paths or other overall metagames using 4D features.​

USE CASE:
"Pikmin 4D"
aka 100 Olimars

Rewritable - Open (Plus)
Receiving a catastrophic distress signal from his compatriot Louie (who stayed behind on PNF-404 at the conclusion of Pikmin 3), Captain Olimar returns to the planet of the Pikmin to find he is too late. Despite dispatching fleets of ships to evacuate the planets indigenous life, fifteen minutes after Olimar arrives the planet's sun goes supernova, destroying the planet and all its unique life, as well as the fruit and seeds needed to provide food to his home planet of Koppai. Olimar is able to find Louie and a few Pikmin and get them aboard his ship, but his fleet arrives with 5 minutes to spare and must jump away before the explosion.

All that survives of PNF-404 are a few Pikmin and three artifacts gathered by Louie during his "research." Olimar fits the artifacts together and upon pressing two symbols on the finished piece, finds himself standing in the past, watching himself discover Louie before they escape. With the artifact (which resembles the 4D button panel from the controller), Olimar can control time, and even travel back in time exactly fifteen minutes to make another copy of himself!

Olimar decides to use this power to make an army of himself, up to 100 Olimars, working in syncopated conjunction to prepare two of each form of indigenous life for escape aboard his Ark fleet, destined to arrive with only minutes to spare.

Pikmin gameplay is at first seemingly deconstructed by full Rewritable Open form of gameplay, since any mistake in a level involving sending a group of Pikmin into battle can be rewound and immediately erased. However it can be argued the process of replaying and reattempting levels with a trial-and-error method can be off-putting. Plus, the stringent time limit of the first game, created a sense of urgency that has since been missing from the series, sadly because it involved such a significant consequence (in player's gameplay time wasted) on a doomed effort.

So during a typical level full gameplay rewind and rewrite features are available, allowing a player to quickly master the strategy and task of a level and lay down a fairly perfect run. At the conclusion of a level, if satisfied, the player then presses Play/Record and Rewind at the same time (watching Olimar do the same with his onscreen artifact), leaping back to the beginning of the game with a new Olimar.

This unlocks, essentially, MetaPikmin gameplay, where the players coordinates multiple gameplay runs with Olimar up to a certain number (average of five) inside each level (let's say 20) for a total of 100 Olimars (Olimar is pretty much an anagram of Mario right?). Eventually an interface is presented by which the players can select between Olimars and fine-tune or change the gameplay run using rewind and rewrite controls.

In world, this translates into a series of segments in one level where an Olimar leads his team of collected Pikmin and other specimens to gnaw through a rope tied to a root, seemingly randomly, on their way to a battle. The loosening of this rope weakens a rotten tree, and another Olimar running through a different area of the same level leads a squad of Pikmin with a pair of beaver-like critters to knaw at and weaken the base of this rotten tree. In an entirely different level, high up in the mountains, another Olimar has his team remove a stick, setting a stone rolling down a hill…

In another entirely different level, a desperate Olimar tries to herd a large set of pairs of unique species through a deadly swamp, pursued by a cat-like predator preying upon the endangered animals. His Pikmin dwindling, he carefully maneuvers into place luring the creature into a random spot in an opening… where it is suddenly crushed by the rotten tree nudged the final step into falling by the tap of a rock rolling from a far off hill. The triumphant Olimar gathers some one-of-a-kind moss samples from the top of the tree and moves on with his mission.​

It's easy to continue following the idea of a console from Nintendo with this set of features because it is they alone who would attempt the set of tentpole releases uniquely tailored to the 4D features. But it would take unique deployments of the features like this to sell the concept. Obviously some of the concept comes from Super Mario 128, and a Mario game on the system… might… look a little something... like this….

https://www.youtube.com/watch?v=FkjEfKaoJXM

If adjusting and synching Pikmin timelines sounds a bit fiddly well I think Pikmin is a bit fiddly as it is. But at the end of this fiddly Pikmin game you should be able to easily edit and share replay of your coordinated army of Olimars evacuating the planet, or even go back and just tweak and perfect your existing saved game to 100% all the collectibles without replaying anything more than is necessary. So let's call it efficient fiddly. Thanks for reading!
 
Alas, I learn a Very Nintendo Lesson: Pikmin doesn't sell systems.

I'm hesitant to even tackle the Mario 128 Use Case, though, because it has to be some Nintendo brilliant implementation of the kind of features in the use cases above, plus crap I can't conceive myself. You get the gist, though.
 
Bump.

Ah well. I'll probably get a Switch but I feel like it's solving a problem that everyone knows exists but no one particularly cares about. Maybe it's just my age: years ago I was riding the bus a lot more and playing Gameboy Advance SP, I suppose I can see the appeal of playing the same game seamlessly. Mainly I just see the appeal of Nintendo's development teams being focused on one console. I'm curious if portable games that are just smaller versions of consoles games will work. I guess we'll see.

I bumped this though because it made me think back and wish Nintendo's new jimmy was something a bit crazier like this, answering a problem that no one knew existed. Maybe this case isn't solid (though I'm not sure my Pikmin idea got full consideration there), but Nintendo's always done best when they've come out of left field--I think their stock dip might indicate that the core idea of Switch is not... Revolutionary. I hope we're all wrong.

I still love my 4th Dimensional console though for having standardized stop, play, and rewind buttons that you would at least force every cutscene to obey. Or even those in-game, computer-takes-the-camera semi-cutscenes that never seem to end up on in-game cutscene replay menus (and seem to end up part of the appeal of longplays on YouTube). It's 2016, and in single-player games you still miss crucial plot sometimes if something takes your attention, because you have no control as something plays out.

I also didn't make a strong enough case for the basic usability, instant save on stopping games and quitting, instant restart where you left off (with some review run-up if you like) like Wii VC NES games. I'd imagine Switch would be nice if it had something similarly streamlined.

I also think if you're going to have a future of VR support, you have to account for sharing VR experiences, not to standard video but to other VR helmets. This is only possible if you record the timeline of entire environments, and each participant can then move independent and not be sick. The concepts of recording gameplay and video etc are just not up to this task.

It's clear Nintendo is out of that arena with Switch, however.
 
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